/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2011-05-25 // Updated : 2011-05-31 // Licence : This source is under MIT licence // File : test/gtx/quaternion.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include #include #include int test_quat_fastMix() { int Error = 0; glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1)); glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1)); glm::quat C = glm::fastMix(A, B, 0.5f); glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1)); Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1; return Error; } int test_quat_shortMix() { int Error(0); glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1)); glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1)); glm::quat C = glm::shortMix(A, B, 0.5f); glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1)); Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1; Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1; return Error; } int test_orientation() { int Error(0); { glm::quat q(1.0f, 0.0f, 0.0f, 1.0f); float p = glm::roll(q); } { glm::quat q(1.0f, 0.0f, 0.0f, 1.0f); float p = glm::pitch(q); } { glm::quat q(1.0f, 0.0f, 0.0f, 1.0f); float p = glm::yaw(q); } return Error; } int main() { int Error = 0; Error += test_quat_fastMix(); Error += test_quat_shortMix(); return Error; }